Penumbra/Penumbra/Interop/PathResolving/CutsceneService.cs
Ottermandias c47d920961 Merge remote-tracking branch 'origin/master' into luna
# Conflicts:
#	Penumbra.GameData
2025-10-24 15:22:38 +02:00

180 lines
6.7 KiB
C#

using Dalamud.Game.ClientState.Objects.Types;
using Dalamud.Plugin.Services;
using Penumbra.GameData.Enums;
using Penumbra.GameData.Interop;
using Penumbra.Interop.Hooks.Objects;
using Penumbra.String;
namespace Penumbra.Interop.PathResolving;
public sealed class CutsceneService : Luna.IRequiredService, IDisposable
{
public const int CutsceneStartIdx = (int)ScreenActor.CutsceneStart;
public const int CutsceneEndIdx = (int)ScreenActor.CutsceneEnd;
public const int CutsceneSlots = CutsceneEndIdx - CutsceneStartIdx;
private readonly ObjectManager _objects;
private readonly CopyCharacter _copyCharacter;
private readonly CharacterDestructor _characterDestructor;
private readonly ConstructCutsceneCharacter _constructCutsceneCharacter;
private readonly short[] _copiedCharacters = Enumerable.Repeat((short)-1, CutsceneSlots).ToArray();
public IEnumerable<KeyValuePair<int, IGameObject>> Actors
=> Enumerable.Range(CutsceneStartIdx, CutsceneSlots)
.Where(i => _objects[i].Valid)
.Select(i => KeyValuePair.Create(i, this[i] ?? _objects.GetDalamudObject(i)!));
public CutsceneService(ObjectManager objects, CopyCharacter copyCharacter, CharacterDestructor characterDestructor,
ConstructCutsceneCharacter constructCutsceneCharacter, IClientState clientState)
{
_objects = objects;
_copyCharacter = copyCharacter;
_characterDestructor = characterDestructor;
_constructCutsceneCharacter = constructCutsceneCharacter;
_copyCharacter.Subscribe(OnCharacterCopy, CopyCharacter.Priority.CutsceneService);
_characterDestructor.Subscribe(OnCharacterDestructor, CharacterDestructor.Priority.CutsceneService);
_constructCutsceneCharacter.Subscribe(OnSetupPlayerNpc, ConstructCutsceneCharacter.Priority.CutsceneService);
if (clientState.IsGPosing)
RecoverGPoseActors();
}
/// <summary>
/// Get the related actor to a cutscene actor.
/// Does not check for valid input index.
/// Returns null if no connected actor is set or the actor does not exist anymore.
/// </summary>
private IGameObject? this[int idx]
{
get
{
Debug.Assert(idx is >= CutsceneStartIdx and < CutsceneEndIdx);
idx = _copiedCharacters[idx - CutsceneStartIdx];
return idx < 0 ? null : _objects.GetDalamudObject(idx);
}
}
/// <summary> Return the currently set index of a parent or -1 if none is set or the index is invalid. </summary>
public int GetParentIndex(int idx)
=> GetParentIndex((ushort)idx);
public bool SetParentIndex(int copyIdx, int parentIdx)
{
if (copyIdx is < CutsceneStartIdx or >= CutsceneEndIdx)
return false;
if (parentIdx is < -1 or >= CutsceneEndIdx)
return false;
if (!_objects[copyIdx].Valid)
return false;
if (parentIdx != -1 && !_objects[parentIdx].Valid)
return false;
_copiedCharacters[copyIdx - CutsceneStartIdx] = (short)parentIdx;
_objects.InvokeRequiredUpdates();
return true;
}
public short GetParentIndex(ushort idx)
{
if (idx is >= CutsceneStartIdx and < CutsceneEndIdx)
return _copiedCharacters[idx - CutsceneStartIdx];
return -1;
}
public void Dispose()
{
_copyCharacter.Unsubscribe(OnCharacterCopy);
_characterDestructor.Unsubscribe(OnCharacterDestructor);
_constructCutsceneCharacter.Unsubscribe(OnSetupPlayerNpc);
}
private unsafe void OnCharacterDestructor(in CharacterDestructor.Arguments arguments)
{
var character = arguments.Character.AsCharacter;
if (character->GameObject.ObjectIndex < CutsceneStartIdx)
{
// Remove all associations for now non-existing actor.
for (var i = 0; i < _copiedCharacters.Length; ++i)
{
if (_copiedCharacters[i] == character->GameObject.ObjectIndex)
{
// A hack to deal with GPose actors leaving and thus losing the link, we just set the home world instead.
// I do not think this breaks anything?
var address = _objects[i + CutsceneStartIdx];
if (address.IsPlayer)
address.AsCharacter->HomeWorld = character->HomeWorld;
_copiedCharacters[i] = -1;
}
}
}
else if (character->GameObject.ObjectIndex < CutsceneEndIdx)
{
var idx = character->GameObject.ObjectIndex - CutsceneStartIdx;
_copiedCharacters[idx] = -1;
}
}
private void OnCharacterCopy(in CopyCharacter.Arguments arguments)
{
if (!arguments.TargetCharacter.Valid || arguments.TargetCharacter.Index.Index is < CutsceneStartIdx or >= CutsceneEndIdx)
return;
var idx = arguments.TargetCharacter.Index.Index - CutsceneStartIdx;
_copiedCharacters[idx] = (short)(arguments.SourceCharacter.Valid ? arguments.SourceCharacter.Index : -1);
}
private void OnSetupPlayerNpc(in ConstructCutsceneCharacter.Arguments arguments)
{
if (!arguments.Character.Valid || arguments.Character.Index.Index is < CutsceneStartIdx or >= CutsceneEndIdx)
return;
var idx = arguments.Character.Index.Index - CutsceneStartIdx;
_copiedCharacters[idx] = 0;
}
/// <summary> Try to recover GPose actors on reloads into a running game. </summary>
/// <remarks> This is not 100% accurate due to world IDs, minions etc., but will be mostly sane. </remarks>
private void RecoverGPoseActors()
{
Dictionary<ByteString, short>? actors = null;
for (var i = CutsceneStartIdx; i < CutsceneEndIdx; ++i)
{
if (!TryGetName(i, out var name))
continue;
if ((actors ??= CreateActors()).TryGetValue(name, out var idx))
_copiedCharacters[i - CutsceneStartIdx] = idx;
}
return;
bool TryGetName(int idx, out ByteString name)
{
name = ByteString.Empty;
var address = _objects[idx];
if (!address.Valid)
return false;
name = address.Utf8Name;
return !name.IsEmpty;
}
Dictionary<ByteString, short> CreateActors()
{
var ret = new Dictionary<ByteString, short>();
for (short i = 0; i < CutsceneStartIdx; ++i)
{
if (TryGetName(i, out var name))
ret.TryAdd(name, i);
}
return ret;
}
}
}